As a Mnk in the Maelstrom I get to wear pirate hooks. PIRATE HOOKS people! All mathematical calculations are now irrelevent.
As a Mnk in the Maelstrom I get to wear pirate hooks. PIRATE HOOKS people! All mathematical calculations are now irrelevent.
that can be true for many jobs, but for mnk, where auto attack it's the biggest source of damage, low delay could be a godsend, even with lesser damage
ya for a job like pld which doesnt do huge dmg hitting faster means more tp to do emnity gain and the stats on it alone are already balls to the wall. and mnk aaawawww i cant wait to have that for monk
More low delay hits don't always yield more TP... Higher delay weapons tend to yield more TP per swing....
Is it enough extra TP to compensate for the longer delay?
I'm going to test this today with various weapons...
It's easy enough... Figure out how much TP each swing gives and divide by Delay to get a TP per second
This is getting ahead of myself, but if the TP per second is the same for all weapons of a certain type... then the only benefit of lower delay/lower damage weapons with higher DPS (Like the Garuda Weapons) is more Auto-Attack damage....
And yes... Auto-attack damage can account for a large part of your overall damage...
But it's about all of the numbers...
Generally, the pure DPS stat on Garuda weapons is 2-3% higher than the DPS on Ifrit weapons..
In many cases it's Garuda DPS 41, Ifrit DPS, 40
So even if you do more Auto attacks in a fight... Is the 2-3% increase in overall AA damage enough to compensate for whatever weaponskill damage increase you get from the Ifrit/Moogle weapons have a much higher Base Damage?
You may do 5 times more autoattacks (Than weaponskills) at 2% more damage (per autoattack) and then 30% less damage on Weaponskills due to lower base damage
And it is MUCH lower base damage
Unfortunately... I wont be testing if the extra AA damage is enough to offset the lower weaponskill damage... That's for you all to go and decide
Well first things first.. time to see if Lower delay yields more TP
That Thaumaturge weapon blows...
Edit: I think I just made a unintentional pun... I hate myself now.
It is just as I figured....
TP is always 100tp per second (TP/s) for every weapon of every type
So a delay of 4.2 would get you 420 TP per hit...
and a delay of 2.5 will get you 250 TP per hit....
So Each weapon will get you 1000TP in 10 seconds
So TP generation should NEVER be considered when talking about if one weapon is better than another, UNLESS it has "storeTP" or "Enhances Invigorate" on it...
There is what I like to call the "Divisibility of 10 phenomenon" though...
If 10/(Weapon delay) = (a whole number) then that weapon has a "Slight" advantage that doesn't matter if the fight lasts longer than 30 seconds, but only for a job that can't use invigorate
Example:
Cobalt Winglet has a delay of 2.6... it generates 100 TP/s. In theory, in 10 seconds it generates enough TP to start a combo. But since it's delay is 2.6, it will actually be 10.4 seconds before it has enough TP (Actually 1040tp) to do it's first combo.
Thormoen's Pride has a delay of 2.5 seconds. It also generates 100tp/s. Because it multiplies into 10 perfectly, you will be ready to unleash a combo at exactly 10 seconds.
Ifrit's battleaxe has a Delay of 4.3. It has the same 100tp/s, but after 2 hits its only at 860tp (Actually 862). It needs the third hit to get more than 1000 TP, which is actually 12.9 seconds.
So a weapon with a delay of 5, or even 10 would actually get a first combo off faster than the weapon with a delay of 4.3
A weapon with a 5 second delay would be ready for first weaponskill in exactly 10 seconds
Obviously this doesn't take into account how much TP you can generate from being hit... however, that is impossible to factor in... With block/Parry/evade and Stoneskin, it is possible to take no damage for the first ten seconds on many encounters
TP generated past 1000 is still available, so its not a big deal... just thought I'd mention it...
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